public override void OnEnable() { base.OnEnable(); body = (ObiSoftbody)target; particlePropertyNames.AddRange(new string[] { "Rotational Mass" }); }
static void CreateObiSoftbody() { GameObject c = new GameObject("Obi Softbody"); Undo.RegisterCreatedObjectUndo(c, "Create Obi Softbody"); ObiSoftbody body = c.AddComponent <ObiSoftbody>(); ObiSoftbodySkinner skinner = c.AddComponent <ObiSoftbodySkinner>(); body.Solver = c.AddComponent <ObiSolver>(); }
public void Awake() { // autoinitialize "target" with the first skinned mesh renderer we find up our hierarchy. m_Target = GetComponent <SkinnedMeshRenderer>(); // autoinitialize "source" with the first softbody we find up our hierarchy. if (Source == null) { Source = GetComponentInParent <ObiSoftbody>(); } else { Source.OnInterpolate += UpdateBones; } }
public void Awake() { // autoinitialize "target" with the first skinned mesh renderer we find up our hierarchy. target = GetComponent <SkinnedMeshRenderer>(); // autoinitialize "source" with the first softbody we find up our hierarchy. if (source == null) { source = GetComponentInParent <ObiSoftbody>(); } Source_OnInitialized(this, null); CreateBones(); }